Houdini to ue4 study

I will study Houdini for the production of game assets and upload the results.
This is the scene of the destruction I am working on.
I created the wall texture with the Substance Designer and created the destruction simulation and smoke in Houdini.

Feedback on the work is always welcome.

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Adjust alpha timing during wall destruction, and I modified the wall texture scale.

I learned about constraints for while practicing dynamic.The statue is result.
Any critique and advice is welcome. Thank you.

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cool :smile::smile::smile::smile:

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Good Job. Looks awesome. Are you useing Niagara in UE4?

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Thank you! Export of fbx used gamedev toolset. The smoke in cascade, and the animation actuation control was blueprint. I haven’t used niagara yet. After passing Houdini basic course, I will learn niagara for sure :laughing:

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Would be nice to see some more brick like fracture - currently looks very generic voronoi would be nice to see something closer to real world :slight_smile: really nice work so far though!

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I also think fracture in brick form will be more persuasive.
The next destruction will reflect your point. Thank you so much!

I think it looks really good!

Did you follow any particular guides/tutorials in order to set up the fracture simulation in Houdini?
At the moment i’m trying to set up something similar but i want to use my own sources to drive the destruction.

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Destroy wall
https://www.youtube.com/watch?v=52QElhjVtYgtutorial

uv, material setting, export → ue4
https://vimeo.com/124874315


I saw this lesson, I wanted to use change from passive to active when destroying statue. But houdini 17 does not work this way.
https://app.pluralsight.com/library/courses/controlling-fractures-houdini-1091/table-of-contents

I achieve this by referencing to the example file of this page.

I hope it helps~:smile:

Super helpful!

That’s a lot of useful information, thanks a lot!

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This week I’m studying to control flip-fluid, and applied the my work to the engine until now.
For the vertex animation export see this tutorial.

And while browsing I found Parikel’s tutorial. On the weekend, I will look at this and work polishing my work.

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Looks really good, i’ve always had issues with the surface tension making it look very weird, but you really nailed it!

I was just wondering how you are driving the blood splash? I’ve tried to set up my own blood squib rig, but i’m having issues controlling the velocity and direction, I would love to see how other people are doing it. Hope you don’t mind me spamming your thread too much.

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cool :space_invader:

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Great Stuff, I just finishe my first RBD destruction with dust byt struggle how to export to UE4. I exported simulation as fbx without problems but how to export also smoke?
Can you giv me some advice.
Thank you

Since yet, there is no solution to render 3D seams in real time, you can place them manually with individual smoke shape, position, and timing adjustments to make them look interactive. The contact of billboard particles with particles in various directions can be smoothed with depth spades.In the example above, the destruction is made of a skeletal mesh, so I can easily attach it to the animation notifies. Below is an example of my flipbook.
smoketest

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I didn’t have enough knowledge at the time and couldn’t answer because I couldn’t afford to do my personal work. Let me explain the way we’ve tried these days. Crash the rigid body against the source to create the main motion. To create a more random image, add a noisy speed to the source and add it to the simulation. I had a hard time creating the source because of the change in H17.
http://www.appliedhoudini.com/houdini-17-updates
It’s very helpful to refer to here